Driver Firmware BIOS Updates Outubro 2008

Jumat, 31 Januari 2014

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Asrock: G41M-LE - 1.10
Asrock: G41M-LE 1.00
Asrock: ALiveDual-eSATA2 1.40
Asrock: ALiveDual-eSATA2 1.30
Asrock: K10N78hSLI-1394 1.10
Asrock: P45XE 1.20
Msi: Fuzzy 945GME2 V1.1 1.50
Msi: P6NG Neo-L/P6NG Neo-LI 2.3
Msi: P6N SLI-FI 2.6
Msi: P6N SLI Platinum 1.7
Msi: 946GZM-L - 1.2
Msi: P4M900M3-L 1.2
Msi: P7N2 Diamond 1.1
Msi: P7N SLI-FI 2.1
Msi: P7N SLI Platinum/P7N Zilent 1.2
Asrock: K10N750SLI-110dB - 1.20
Highpoint Tech: RocketRAID 454 3.05
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Asrock: K10N780SLIX3-WiFi - 1.20
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Asrock: G31M-S - 1.10
Asrock: 4CoreDual-SATA2 1.0/2.0 2.10
Asrock: 4Core1600-GLAN/M - 1.10
Dell: Latitude D430 System A07
Asus: G71V 206
Asus: B50A 204
Asus: L1N64-SLI WS/B 0506
Asus: V1V 208
ASRock: K10N780SLIX3-WiFi 1.10
ASRock: K10N780SLIX3-WiFi 1.00
Asrock: N61P-S 1.00

 

 

 

 

Fujifilm: IS Pro - 1.02
Fujifilm: FinePix S5 Pro 1.11
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Nvidia: GF Release 180.43 BETA Vista32
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Asrock: G41M-LE VGA 15.11.2.64.1554 Vista
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D-Link: DI-524 Ver B4 2.04
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Digital Everywhere: FireDTV/FloppyDTV - 5.2.N beta
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NVIDIA: Quadro Release 178.26 WHQL Vista64
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NVIDIA: GeForce Release 178.24 WHQL Vista64
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NVIDIA: GeForce Release 178.24 WHQL XP64
NVIDIA: GeForce Release 178.24 WHQL XP32
Realtek: Pilote Hi-Def Audio R2.07 WHQL
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Acer: Aspire 3100 ATI Chipset and VGA 8.251
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Nvidia: nForce 20.08 WHQL Vista64
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Nvidia: GeForce 178.24 WHQL XP64
Nvidia: GeForce 178.24 WHQL XP32
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Asus: Xonar D1 - 5.12.8.1747-RC01
Asus: Xonar D1 6.12.8.1747-RC01
Lg Elec: BD300 - BD.8.11.351
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Creative Vado Pocket Video Cam - 1190
Displaylink: DL-120/DL-160 4.5.14374 WHQL
Archos: 5/7 - 1.0.76
Panasonic: SC-BT100GCP 1.5
Panasonic: SC-BT100P 1.5
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Philips: 190S5FS/00 LCD monitor 9xME
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A4Tech: X-718F Mouse 7.80
Asus: G71V LAN 6.206
Asus: G71V BlueTooth 5.2.0.500
Asus: G71V Suyin_CN1316 Camera 6.5801.22.005
Asus: G71V LiteOn TV Tuner 3.0.3.6_1.1
Unibrain: Fire-i - 3.71 Vista 64
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Unibrain: FireCompact 5.52 Vista
Aopen: Nvidia Detonator 45.23
Panasonic: DMP-BD30GCS 2.0
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Panasonic: DMP-BD50EG - 1.3
Panasonic: DMP-BD50PP 1.5
Panasonic: DMP-BD30EE
Panasonic: DMP-BD30EG 2.0
Western Digital: Pilote FireWire 1.0.0007.2
Philips: SPD6104P - NP04
Western Digital: My Book Studio Edition II
Western Digital: ShareSpace - 1.00.05
Western Digital: Essential USB 2.0 V1
Western Digital: Dual-Option USB 2.0
Western Digital: Essential USB 2.0 V2
Western Digital: Lighted Combo/Series II USB 2.0
Western Digital: Series I USB 2.0
Western Digital: My Book Mirror Edition

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Two more VB 6 Demos

Kamis, 30 Januari 2014

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Just added 2 more demos for VB 6: Meadow and Gorillas
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U is for Utilities

Selasa, 28 Januari 2014

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NCH Software ABCs Series

Software UtilitiesSoftware utilities utilities might be less glamorous than our other software products, but this category includes all of the software titles that you need to get your computer working for you. We’ve got software that can help with anything, including all of the day-to-day and maintenance tasks that you might need accomplished. Our focus to bring you fast and easy-to-use software is even more important for programs that fit in this category, as you want these utilities to get the job done. Whether you are burning a disc, backing up files, or cleaning your windows registry, here is our complete list of utility software:
<<< Previous: T is for TypingNext: V is for Video >>>
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Drag And Drop

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Drag And Drop

Drag And Drop give a professional effect to your program. It is a central element in computer-aided design as it presents the theories in schools and universities. Drag And Drop without, your program loses a lot of charm to most other technologies: Android, iPad, iPhone, Windows, etc..
Drag And Drop

The Visual Basic is both simple to create user interfaces as it becomes cumbersome to operate when there is no correctly. This is quite normal. Many people who use Visual Basic programmers are initiated and intermediates. These programmers will naturally focus on program performance at the expense of user appearance. When you think of Windows products, we find that the ubiquitous Drag And Drop is absolutely everywhere. Why is that programs developed by many programmers do almost no functionality Drag And Drop. Without Drag And Drop, we fall into the 80s when the mouse does not exist. The Apple Mac has yet revolutionized the world of computing with the mouse in 1982 as well as with Microsoft operating system Windows 3.1 in 1991. There is no reason to disregard the Drag And Drop in our 2013 and more. Worse, cell phones, tablets, GPS, iPhone, iPad, and Kindle Blacberry all have touch screens. If you have children, look you exceed the technologically who write SMS with the five fingers of the main.is

How to implement Drag And Drop? What are the steps to perform Drag And Drop? First, to answer the question, Drag And Drop is simple, but requires a series of events to accomplish a task. The steps may vary slightly depending on the situation and increase.


  1. The event mouse button (copy / cut)
  2. The event displacement (slip)
  3. The mouse event released (submitted)


You see? It really is not that difficult to code a programming code that performs the same task "directly".

For example, you write a program to copy a file and then to paste the file in any place by clicking a button. Awesome! Few lines of code are enough to achieve something acceptable. This program, developed in LISP, C #, Visual Basic, C + +, Java, Visual Basic Script, LISP, .... has only two major events: the copy and paste.
An effective programmer will be able to pass through a point "A" to point "B" with a short and efficient way. It can also by a second time to increase the reliability of its program by adding steps checks or validations. But what comes after when the program works and is reliable? The programmer trend in most of the time not to have to continue to improve the program and will instead terminate its development to start another.

Many programmers will neglect the application of their programs. Drag And Drop in our example is the most neglected aspect. The programmer who worries Drag And Drop will ensure that such controls are in programs can be moved to the appropriate place for the user. Never a programmer worthy of the name will compel the appearance of the program in an absolute form. Professional program will always have eg ToolButtons that can be moved anywhere on the screen. Think with their Autodesk ToolBars or many video games free online.

I invite you to come back to my blog for examples of Drag And Drop more or less complete. In the meantime, heres an old link that describes the MSDN Drag And Drop with Visual Basic 2003 (and VB6). It shows how to move images, files, texts such as in MS-Word and objects together (ListView).

Référence :



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DYNAMIC PAINT 3D Halftone Matrix Painting

Senin, 27 Januari 2014

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Lets start 2012 with another Dynamic Paint works.

OK, I dont know what exactly to call this effect in 3D, but in 2D world for example you can break a solid image into a halftone pattern image, as below: (I use Photoshop filter)

2D Halftone Pattern Effect

So maybe we can call it 3D halftone effect. Basically we will reproduce the appearance of 3D solid geometry and represent it with many little dots or other geometry.

NOTE: I think BMW ads is using this effect and there is this neat installation with many ping-pong balls. I cant remember, but its sort of what it is we are trying to create.

There is a similar effect called Voxelation in which turning 3D geometry solid into a 3D voxelated image based on grid. But if you want to do Voxelation in Blender, you use the incoming modifier called: Remesh Modifier as stated here:
http://blendersushi.blogspot.com/2011/12/vfx-remesh-modifier-for-voxel-animation.html

Creating this 3D HALFTONE EFFECT is relatively "easy" to do using Dynamic Paint, just because the way it handles vertex weight and takes care of everything magically. It is just not very obvious and it is sort of an advance effect. But you will learn to do it today.

PREPARATION
Lets start with a simple 2D matrix grid and 3D geometry that we want to "halftone". Dont worry, we will turn it into 3D MATRIX GRID, so you will end up with 3D halftone object.

I think 32 x 32 GRID should be enough, 1089 vertex points in total to do the halftone-ing job. Create a mesh-plane, subdivide it 5 times so you get exactly that 2D MATRIX GRID. You can subdivide it more later.

Just a grid.
Now, create the 3D geometry that you want to halftone. I use Poly Torus for now. Anything with volume is good because we will turn this into a Dynamic Paint Brush with proximity to the volume.
2D grid + Torus

TURN ON DYNAMIC PAINT
1. Turn the 2D MATRIX GRID into Dynamic Paint: CANVAS. Surface Type should be set to Weight. Then activate Dynamic Paint Output: dp_weight (default).
2. Turn the 3D geometry, torus in this case into Dynamic Paint: BRUSH. Dynamic Paint Source should be set to Mesh Volume + Proximity.

PARTICLES IS THE KEY
Particles just love Dynamic Paint and together they are powerful as they can influence each other. We will achieve the effect using Particles.

So activate Particles on the 2D MATRIX GRID. Since we know the exact total of vertex number to emit particle, set the number to 1089, Emit from Vertex, uncheck Random.

Set Vertex Groups Density and Length into dp_weight. Switch Particle Type from Emit to Hair and activate Advanced. This is the most important step.

You should get something like below.


Now, all we need to do is just turn the Hair back as Particle Instance. Use poly Sphere geometry as instances:

If you cannot see the result of "dots pattern", increase the size of instances.
As you can see the effect is already working!

If you adjust few settings just so that the torus is not rendered, and you just want the halftone, you get this:

I like the 2D look, its simpler.

I think thats kind of neat. Its the magic of Dynamic Paint and how it can approximate weight based on the Brush volume and its distance to the Canvas.

If you now change the Particle instances into something else (Cube for example) you get this:

Looks familiar? Its the Voxel effect with halftone.
And what if we duplicate the 2D Matrix Grid view times (using Array modifier) so we have more slices in the Z direction. Enough to cover the whole torus volume. You have 3D Matrix Grid that gives 3D Halftone Effects, such as below:
3D Dot Halftone Effects
Try this effect on other 3D geometry with volume. Text object is a good candidate, but other geometry will work as well. The good thing about this is that this is all work in REALTIME and you can actually animate it to create an interesting animation.

Since this is a Dynamic Paint setup, you can get lots of interesting effects featured by Dynamic Paint already, such as the fading of weight as you move the 3D geometry brush around 3D canvas space. Volumetric effect like smokes works a little like this, I reckon.


ONE MORE THING....
Albeit the limitation, Blender has more or less procedural effect via its modifer. Below, for example, I further disturb the 3D matrix with Displace modifier, controlled by Empty (Locator) below, when I move the locator, it will move the 3D Halftone Dots.


Now, if you instance them with colorful balloon material and render using Pixar Renderman, you have balloon effects like in Pixars "Up". All you need is thousands of thread connected below each instance.

How do you get and control the color of each ballon? I will let you figure it out how.


What even more interesting is if you instance some animated objects. Maybe crowd of fish? Butterfly?
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Apply Background to a Presentation

Minggu, 26 Januari 2014

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Apply Background to Presentation 










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Java Malayalam Tutorial

Sabtu, 25 Januari 2014

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Java Malayalam Tutorial
































































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Steady Flow

Jumat, 24 Januari 2014

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Performing Steady Flow Analysis in HEC RAS
This post includes the procedure of calculating steady flow water surface profile.
This chapter is divided into two parts.The first part discusses how to enter steady fow data and boundary conditions.The second part discusses how to develop a plan and perform the calculations.
  1. Entering and Editing Steady Flow Data
  2. Performing Steady Flow Calculations
Entering and Editing Steady Flow Data
Once all of the geometric data are entered,the modeler can then enter any steady flow data that are required.To bring up the steady flow data editor,select Steady Flow Data from Edit menu on the HEC-RAS main window.The steady flow data editor should appear.

Steady Flow Data
The user is required to enter the following information: the number of profiles to be calculated;the peak flow data(at least one flow for every river reach and every profile); and any required boundary conditions.

To read more download this ebook

http://www.docstoc.com/docs/70199877/Performing-Steady-Flow-Analysis-in-HEC-RAS
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ASP NET Malayalam Tutorials Part 4

Kamis, 23 Januari 2014

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 ASP.NET Malayalam Tutorials Part 4
























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Creation of Thunder Effect

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Creation of Thunder Effect in Adobe Photoshop






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Xpeld Rockers Official Website Launched

Selasa, 21 Januari 2014

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Visit Xpeld Rockers Official Website
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MS SQL SERVER Malayalam Tutorial

Senin, 20 Januari 2014

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Microsoft SQL SERVER Malayalam Tutorial

















































































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A new tree add on part III multiple trunks

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Version 0.0.5 of my new tree add-on adds functionality to specify a group of starting points facilitating the creation of hedgerows or twinned trees.

multiple trunks

When you want to create a hedgerow or a small copse of trees combining multiple trees might not lead to an acceptable result because branches might cross and the shape is not quite the way you want it to be. Also the amount of work needed to create a hedge of thirty plants can add up. I therefore added the possibility to define any number of starting points by refering to the locations of objects in a group.

Part of the scene setup used the create the example image is shown on the left. 
The empties (represented by the green cone shapes) are all in the same group and their locations are used as starting points.


The parameter settings were as shown on the right.  As usual the code is available as a zip-file on GitHub. More info on how to use the tree add-on can be found in two previous posts: A new tree add-on and A new tree add-on part II: better workflow

Future directions

I noticed that the mesh created by the skin and subsurface modifiers contains not only a huge amount of faces but also contains quite a precentage of vertices (20% or so) that are so close together that they practically overlap. Generating such a mesh takes a considerable amount of time so I think I will try to come up with a skinning method that is suitable for our tree trunks but hopefully somewhat faster.
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Mini Tool bar

Minggu, 19 Januari 2014

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Microsoft Word - Mini Tool bar



 





 



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Veena Malik With Indian Director New Scandal

Sabtu, 18 Januari 2014

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Veena malik is very popular as we all know since her Naked Photoshoot with FHM Released few months ago.
Another scandal of our very own Pakistani Actress & Model Veena Malik has been out.
Veena Maliks new scandal is on media, as you can see her pictures with indian director Heemant Madhu, Both are looking Drunk.


Related Posts:
Veena Malik Naked Photoshoot for FHM India
I used to wear a burqa in school: Veena Malik
Yes I was topless, But not Naked - Veena Malik
Veena Malik Live in Fornt Line With Kamran Shahid

If you like our posts/stuff, so you can Like us on Facebook or you can follow us on Twitter.

Tags: Veena Malik 2012, veena malik scandal, veena malik with indian director, Veena malik pakistani
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Random points on a unit sphere in OSL code and benchmarks

Jumat, 17 Januari 2014

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In preparation to adapting the wood knot shader to have randomly oriented cylindrical knots rather than spherical knots I needed a function that generates vectors that are uniformly distributed over the surface of a unit sphere. This is not as simple as creating a vector with three random components but several methods exist that will produce vectors with a correct distribution.

A straight forward method (implemented in the function random_sphere() shown below) consists of generating correctly distributed spherical coordinates and the converting them to cartesian coordinates. This works fine but because trigonometric functions (like acos() and sincos()) used here) may be expensive, several alternatives exist that do not use these functions.

In the code presented here we have implemented the methods of Marsaglia (random_sphere1()) and Cook (random_sphere2()). Both are rejection methods: they discard some random numbers when they would lead to invalid vectors. This is wasteful so the question is: are these methods really more efficient on modern hardware where trigonometric functions are implemented as cpu operations?

Some timings

The timings presented below were measured on a 64-bit Amd 6-core cpu with the shader provided below. They might be completely different for other CPUs and probably even more so once OSL shaders will be able to run on a GPU.

nrandom_sphererandom_sphere1 random_sphere2
100 3.6 3.4 7.5
500 10.4 10.1 -
First thing to note is that the timings for 100 and 500 vectors do not scale proportionally because some of the dots we draw with our shader overlap, effectively reducing the number of vectors we have to generate for each shading sample. The other thing is that random_sphere2 is much slower than the other implementations, probably because we generate more random numbers and reject a lot more combinations.

As for the difference between the other two methods: the difference is probably significant but too small to make a real difference on my CPU. Ill probably check again when I get another CPU or OSL shaders will run on a GPU, but for now I stick with the most straightforward method.

Code and node setup


// generate random unit vectors randomly distributed over a sphere
// straight forward method
vector random_sphere(point p, int n){
float t = M_2PI*noise("cell",p,n*2+0);
float u = 2*noise("cell",p,n*2+1)-1;
float s,c,a;
sincos(t,s,c);
a = sqrt(1-u*u);
float x = a*c;
float y = a*s;
float z = u;
return vector(x,y,z);
}

// marsaglias method
vector random_sphere1(point p, int m){
vector v = 0;
float repeat = 0;
int n = m + 1;
while(1){
repeat++;
float r0 = 2*noise("cell",p,repeat*n*2+0)-1;
float r1 = 2*noise("cell",p,repeat*n*2+1)-1;
float r02 = r0*r0;
float r12 = r1*r1;
float sr2 = r02 + r12;
if( sr2 < 1 ){
float x = 2*r0*sqrt(1-r02-r12);
float y = 2*r1*sqrt(1-r02-r12);
float z = 1-2*sr2;
v = vector(x,y,z);
break;
}
}
return v;
}

// cooks method
vector random_sphere2(point p, int m){
vector v = 0;
float repeat = 0;
int n = m + 1;
while(1){
repeat++;
float r0 = 2*noise("cell",p,repeat*n*4+0)-1;
float r1 = 2*noise("cell",p,repeat*n*4+1)-1;
float r2 = 2*noise("cell",p,repeat*n*4+2)-1;
float r3 = 2*noise("cell",p,repeat*n*4+3)-1;
float r02 = r0*r0;
float r12 = r1*r1;
float r22 = r2*r2;
float r32 = r3*r3;
float sr2 = r02 + r12 + r22 + r32;
if( sr2 < 1 ){
float x = 2*(r1*r3 + r0*r2)/sr2;
float y = 2*(r2*r3 - r0*r1)/sr2;
float z = (r02 + r32 - r12 - r22)/sr2;
v = vector(x,y,z);
break;
}
}
return v;
}

shader sphere_test(
vector p = P,
int n = 100,
float R = 0.03,
int method = 0,

output float Fac = 0
){
for(int i=0; i < n; i++){
vector v = 0;
if( method == 0 ){
v= random_sphere(point(0,0,0),i);
}else if( method == 1){
v= random_sphere1(point(0,0,0),i);
}else{
v= random_sphere2(point(0,0,0),i);
}
if( distance(point(0,0,0),1000*v,p ) < R ){
Fac = 1;
break;
}
}
}

The way we generate random numbers might seem strange but not only do we want to be able to generate any number of vectors for a given cell but in the rejection methods we also want to be able to generate replacements that are guaranteed to be different, hence the multiplication by the number of times we have to repeat.

The image shows the node setup used to verify the shader and time the different implementtations

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TED Movie Review

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TED Movie Review:
TED movie is the best comedy and cutest movie I ever watch this year! Seth Macfarlane, the director, producer, writer and actor (voice of TED) of this movie has made a great debut on the TED bear. The story content was very freshly and entertaining and it has its unique way of introducing the movie from the beginning.

However, TED movie contain coarse language, sexual joke and scenes which make up the comedy storyline in this movie. Therefore, in Singapore this movie is rated as M18.

The main story of this movie want to deliver to the audience is that; “Relation change human life, therefore Treasure your precious before you lost them. “ I was amaze by its story and I did enjoy laughing throughout the whole movie session. Hence, this TED movie is recommended to watch! I rate TED movie 3.5/5 star.



TED Movie Synopsis:
Family Guy creator Seth MacFarlane brings his boundary-pushing brand of humor to the big screen for the first time as writer, director and voice star of Ted. In the live action/CG-animated comedy, he tells the story of John Bennett (Mark Wahlberg), a grown man who must deal with the cherished teddy bear who came to life as the result of a childhood wish...and has refused to leave his side ever since.




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Facebook Twitter And Google User Adoption Rate Compared Guess Which Network Got To 10 Million Registered Users First GRAPH

Kamis, 16 Januari 2014

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Google+ was launched nearly a month ago on 29th June. The new social network packs quite a punch, introducing powerful new features like +Circles, +Sparks, +Hangouts (among others) which Goncalo talked about here. The new network is seeing exponential growth at the moment. It reached 10 million users within a mere 16 days after launch.
Leon Haland has expertly visualized +’s growth compared to Facebook’s and Twitter’s in their initial stages.
Facebook and Twitter took around the same time to reach 10 million users: 852 and 780 days respectively whereas Google+ only took 16 days to cover the same ground.
Now this is just outstanding growth. You can see it for yourself in the graph embedded below.




One can attribute a number of reasons why Google+ is seeing such fast growth:
The chief reason really is that the world we live in today – the world in 2011 – is a much more connected one as compared to the world when Facebook and Twitter took birth (2004 and 2006 respectively). Awareness of Facebook/Twitter took more time to spread than it did for Google+ because of the presence of Facebook/Twitter themselves. So people flocked to Google+ as soon as they heard about it on competing social networks.
The second reason is people’s dislike (pun intended) for Facebook as a company. People rightly believe that Facebook Inc. is a data-hungry company which has no regard for their user’s privacy (not that Google as a company is any better at that). Things have improved in recent times, with Facebook allowing users more control over their data. But being a Facebook user since 2007, I’ve seen the blatant disregard Facebook showed for user-privacy in the past.
Google+ was made from the ground up keeping in mind the privacy requirements of the average online social networker today, and it is successful at it: +Circles is a brilliant feature that allows users to put people they know into different social circles – just as they do in real life. Sharing is made easier thanks to this. While Facebook offers a similar Lists feature, it simply isn’t as well-implemented.
Lastly, Google+ has Google behind it and Google’s popular Gmail service means there are millions of users who already have Google accounts. All these users had to do was log in with their accounts to open up their + profile.
Still, this is what they call exponential growth.
If you want to access Google+, ask your friends for an invite! Here’s how they can go about it.
Google+ app for iPhone is available now. It doesn’t officially work on the iPod touch or iPad, but we’ve talked about how you can make it work anyway.
(via TechCrunch)

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